Supercross track scale

All about making tracks for MX Simulator

Which scale is better?

1:1 scale
52
49%
1.25:1 scale
54
51%
 
Total votes: 106

Sweendoggy
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Re: Supercross track scale

Post by Sweendoggy »

I liked 1:25 scale much better. It felt more realistic to me. With 100% scaling, I feel like my bike barely even fits on the step on/offs, where as on 125% scaling the bike fits better, but def. still feels like a supercross track. 125% is much funner to race and try to get more aggressive on as well.
jlv
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Re: Supercross track scale

Post by jlv »

totorox wrote:I choose 1:1 because 1:25 is too much, i though I was playing on some MotocrossMadness tracks : big jumps (only) ! I'm (trying to) making a replica of a local track and finally i use a 110% scale.
Can you expand all the reasons for that, why 1:1 tracks seems little in game ?
And if bikes jump more than in reality, i hope some fix, maybe temporary some adjustements, could help us to keep 1:1 because for a 'simulator' sound like a base. We should always work at 1:1 scale, although maybe, multiplier could be a final setting (don't have to replace decals, etc).
I believe it's just the camera angles. If you look at real helmet cam footage it's the same way. A real sized track looks tiny with a wide FOV from the rider's viewpoint. The real sized track would probably look right if you were looking through VR goggles.
totorox wrote:Can you improve the editor (a lot to do !) to work with differents scales also, or maybe someone doing a tool can add a scaller for coords in decals and objects files and optionnaly for graphic files too. I have to do this on my track, i think i will try to scale coords with 'Excell like apps'.
offtopic : to add to the list :) (+layer managment in decals, +azerty keyboards are not supported in editor (and cam is awfull to control in spec) -> improve ALL key/axis customisation, and if you do that, add multiple entries, for each function (mini 2) thx)
I've been planning on writing an external editor in AS3. I interested in how well AS3 works for real applications.
ddmx wrote:I prefer 125. Actually, I prefer 150. The ax I was working on, I could clear jumps up to 70ft in first gear. I never left 1st gear the entire way around the track. From my real life experience riding that track, the start straight is 3rd gear easy. When I bumped it up to 150% scale it started to feel better. When i added more rolling resistance it felt the best.
I tried that but 150% seemed way too big to me. It was more like a truck track that way.
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Rallemx
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Re: Supercross track scale

Post by Rallemx »

I can't get it to work, clicked save as and put in personal folder, but nothing shows up..Am I doing something wrong? :(
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Rallemx
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Re: Supercross track scale

Post by Rallemx »

Got it working now, sorry for double post.
I prefer the 125% scale
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JB323
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Re: Supercross track scale

Post by JB323 »

this is what ive told ddmx, remember WE ARE playing a game with 10 + other people.


there needs to be room to have 1-3 people go in a section at any given time, and keeping it real its hard to hold a damn line most of the time so you need some leeway room.

wider tracks = better racing, less crashing, less collisions etc.
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DJ99X
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Re: Supercross track scale

Post by DJ99X »

Hard to say because I didnt have a controller, but I think 100% might be better. Thing is, if I had a controller, I would be going faster, so the jumps might not flow as well with 100%
jlv
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Re: Supercross track scale

Post by jlv »

I went with 1.25:1. Hopefully the extra room will make it better for racing.
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Phathry25
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Re: Supercross track scale

Post by Phathry25 »

JLV Supercross series? Or just A1?
jlv
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Re: Supercross track scale

Post by jlv »

I'm going to do the whole series. I'm thinking 9 PM EST every Wednesday before the real race.
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Re: Supercross track scale

Post by DJ99X »

Hectic :shock:
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Re: Supercross track scale

Post by Voutare »

1.25, but the triples need more lip.
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Re: Supercross track scale

Post by Phathry25 »

jlv wrote:I'm going to do the whole series. I'm thinking 9 PM EST every Wednesday before the real race.
SICK!... Hope it works out well. Way to schedule it on the one night a week that I work...LOL
jlv
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Re: Supercross track scale

Post by jlv »

It could be Thursday instead.

DJ, it's going to be insanely hectic. I'm not sure if I'll be able to turn the tracks out that fast or not. I guess it's a matter of how much I'm willing to lower my standards...

Here's a prerelease version. The tuff blocks (I know they're hay right now) are partly solid. The collision objects are shaped a little like speed bumps. They won't necessarily wreck you, but you don't want to ride on them either. I'd like feedback on whether that's a horrible idea or not.
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ShackAttack12
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Re: Supercross track scale

Post by ShackAttack12 »

jlv wrote:It could be Thursday instead.

DJ, it's going to be insanely hectic. I'm not sure if I'll be able to turn the tracks out that fast or not. I guess it's a matter of how much I'm willing to lower my standards...

Here's a prerelease version. The tuff blocks (I know they're hay right now) are partly solid. The collision objects are shaped a little like speed bumps. They won't necessarily wreck you, but you don't want to ride on them either. I'd like feedback on whether that's a horrible idea or not.
You can count me in for every race!! 8)

Just tried the prerelease. I think they need to be made a bit more harsh than that. Hitting a tough block should be a slight annoyance/hindrance, not like the Garden State Parkway slowdown bumps going into the toll plazas :lol:
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| 2010 Supercross Champ | 2011 Supercross Champ | 2019 Supercross Champ |
Duckstream
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Re: Supercross track scale

Post by Duckstream »

Dang cant make it, 4am here in your 9pm...
Well i can just hope to see some demos and stuff!
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